Advice And Survivorship Bias

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I want you to think about video game adventures. There, one goes on a grand quest, and of course one often saves the game to record progress. If things go wrong, one reloads the last save and proceeds. We’re used to that, even if “die and come back or start over” has become more popular over the decade, and the save game mechanic has been mocked in certain other games like Undertale.

Now imagine if you made a movie from the point of view in the characters of these games. Unaware that they are being restored from saves, the character’s lives would be a series of perfect actions and lucky breaks, propelling them inevitably towards the end credits and post game content. Any lessons one might learn from this “movie” would be ones of best situations and optimal choices.

In short, an example of Survivorship bias or “survivor bias” as I’ve heard it shortened.

Now let’s look at all the success tips we seek in business, education, publishing, etc. How much of that is Survivorship Bias. I mean you can read the article I linked to, but I think you can imagine a few. How much advice do we see on careers, training, etc. reflects Survivorship Bias?

Someone gave career advice that sounds great . . . only they really got the job due to being the right age, gender, and timing.

Someone gave resume advice that sounds pristine and perfect . . . only we ignore the people that followed the same advice and didn’t get their dream jobs.

Someone got a book published and think it’s their writing . . . but maybe it was connections or persistent marketing as their writing is kinda “eh.”

Remember we only hear advice from people that made it. We don’t hear what all the people who didn’t make it did. By definition, the amount of people who haven’t succeeded at something is much larger than those that have.

We’re probably aware of this fact, at least unconsciously. I’m sure you, as well as I, evaluate advice carefully. We know we’re seeing a limited sample when someone gives us tips for game marketing. We know people succeed for reasons beyond merit.

But let’s turn this around – do we remember that when we give advice, that we’re survivors?

This is something I’ve been thinking of as I write, well, advice. I’ve seen some of it work, but also some of it seem irrelevant, and some of it age out. It’s made me evaluate what I’m doing and what I continue and how I can help. But it does sit in my mind uncomfortably.

My guess is if you’re an advice giver, you’ve either felt this way or I’ve suddenly made you feel bad. Sorry.

This is where we have to remember Survivorship Bias for our advice. We have to sort through our experiences, our lessons, our advice and ask what matters versus what’s just lucky, good looks, etc. That’s not easy, and trust me, it’s on my mind for my future books for rewrites – or even decommissioning when they’re just irrelevant.

As the same time, this can paralyze us. We can ask if everything we know is limited, irrelevant, inappropriate. We can question everything.

Which is good. We should question what we tell people might not apply, that Survivorship Bias plays a role. Then we can zero in on what really does help people, what is applicable, what matters. If we’re going to give advice, we should ask questions of ourselves.

I think, ultimately, there’s always some Survivorship Bias in giving advice, if only for the fact our lives are all unique. What we can do is to figure out what advice is more universal, what advice does pay off. We can research and compare, make models, and try to extract valuable lessons.

This is why I think most advice works best when it’s a mix of standalone ideas and synergies. Specific bite-sized pieces of advice can be evaluated for individual relevance. The way advice works together helps us understand how different instructions and ideas interact for results. Keeping both views in minds lets us give advice – and then people can customize their actions based on their situations.

No, it’s not easy. But if we want to help people, we need to understand what gives us something to say sometimes means figuring out what is only relevant to us and no one else.

Steven Savage

Making Friends As An Adult

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

I saw this fascinating Tweet thread when @itsashleyoh asked how people make friends as adult. This is something that’s often troubled me after college, and is an issue in ever-busy Silicon Valley.

Its hard to make friends past a certain point. You get busy with work. Some of your friends have kids and some don’t. Some of you are married and some aren’t. So I read the Tweetstream and added a few suggestions of my own. Think of it as my own way of combating some issues of loneliness all face.

Most of these are face-to-face, but a lot of this applies to online.

Here we go. Please add your own.

Hobbies

  • Have a hobby and follow it. This is good for you personally, and of course makes you more interesting.
  • Use that hobby to meet people with similar interests and go to meetups, drinks, dinner, etc.
  • Help people get into the hobby.
  • Hobbies also keep you from being boring and work obsessed.

Clubs

  • There are all sorts of clubs out there you can find via meetup, game stores, hobby stores, etc. Find some and go try them out.
  • When you can, help out at your club.
  • Take a position at a club.

Causes

  • Get involved in good causes, and help out. This is also good for you mentally and emotionally.
  • If you get involved in a good cause, you may want to be “on staff” – that means reguarly meeting people.

Conventions

  • Go to conventions and socialize.
  • Speak or run events at conventions.
  • Get on staff at conventions.

Go to places and hang out

  • Start hanging out at coffee shops, the library, gymns, etc. other places people gather. Sure you can write and read, but also its a chance to meet people.
  • Many places have regular events, bands, etc. Look for those.
  • Places you hang out may also have event boards, where people post different things going on.

Events

  • If you go to events, go early so you can meet people in line, getting drinks, etc.
  • If you go to events reguarly, help out.
  • Go to events people you know throw and make new connections.

Specific events and organizations

  • Many pubs and places have trivia events and other great social opportunities.
  • Game nights are popular at various establishments, including game stores, bars, and meetups.
  • Libraries have lots of events, including book sales that you can go to or help out with.
  • Museums have events and need volunteers.
  • Writing groups and various creative groups often do a lot of events.

Throw events

  • Throw open houses, writing meetups, etc. If necessary, used Meetup.com.
  • Do events for your club, church, work to nextwork with people you know.
  • Start your own Meetup.
  • Try doing “creative jams” at your place or nearby, where fellow writers/artists/musicians socialize.

Work

  • Your job may have events that connect you with others, not just those at work.
  • Find people you like at work and hang with them if you’re comfortable.
  • Places of work often have charity connections that you can get involved in.

Pets

  • Pets are a common shared interest. There’s parks for animals, clubs, and more.
  • There’s often social events for pet lovers.
  • There’s charities focused around pets to get involved in

Be prepared

  • Have business cards or “social cards” to connect with people.
  • Choose the social media you use to connect with people so you can network.
  • Meetup.com is invaluable.

Psychology

  • Be ready to reach out to people.
  • Rejection is OK. It happens to all of us.
  • If you’re seeing a therapist for whatever reason, they may have advice.

Be a good friend

  • Take an interest in others. It’s not all about you.
  • Help people out (don’t be used, just lend a helping hand)
  • Invite your friends to things. even if they don’t always show up, it helps.
  • Remember some people are in the same boat as you.

I hope this helps out.

Steven Savage



You Ain’t Getting Rid Of Politics In Media: Part 1

(This column is posted at www.StevenSavage.com and Steve’s Tumblr.  Find out more at my newsletter.)

Raise your hand if you ever had someone tell you that they want people to “keep their politics out of books/comics/games/tv” and so on. Now, put it down. I can’t see it, so it didn’t help.

But despite the fact that I can’t see if you raised your hand, I’m pretty sure you did, if only spiritually. It’s a plague of modern media (at least as I write this in 2019) that people complain about politics in their hobby media. Complaining seems to be it’s own form of media, which is quite an overload of irony, but i digress.

If you, like me, have been curious about this phenomena, you’ll notice most of the complaints are not about politics in general, but certain kinds of politics. In short, most complainers are people not against politics, but against politics about anyone not like them, and politics that might disturb their sense of the world. I could go into the various demographics of this but let’s go to the idea that politics can be left out of media.

It cannot. It is impossible.

Politics is about how humans interact, make decisions, conflict, identify, and so on. If your story involves people there will be politics, even if its of the smaller personal kind.

Politics also is about how we understand the world, from hard-edged ideologies to general assumptions. We all drag those into our works – if we’re aware, they become informed decisions from our lives. If not, well . . . you get the idea.

Politics will be in everything, even if they’re awful ill-informed politics.

Because I’m a fanatic for good worldbuilding, I feel confident in saying every work of fiction created will have politics. It’s just a question of they’re thought out, explored, extrapolated, and understood by the author. Any attempt to leave them out is a failure of creativity – because they will be there, they’ll just be unexamined.

Let’s give an example. I’m going to take a common genre/trope popular in anime and videogames. Isekai – the whole “person from our world sent to another.”

Specifically, let’s go super-tropey. We want to do a story which has the usual generic Demon Lord attacking a fantasy realm, and people from our world for some reason are yanked in to fight him. If you’re not familiar with this setup, you’ve somehow managed to avoid wide swaths of anime, manga, and some video games.

At the same time, how can this simple setup involve politics? It’s sort of escapsim/wish fullfillment slathered on top of tropey but fun fantasy.

So let’s see why it’s political.

First, let’s talk the Demon Lord. Just how does one being become a threat to this entire planet? How are his armies arranged? Why is he followed? Why is there only one? Yes, even when you’re designing a generic Demon Lord you have to ask questions that verge on the political – how is his life and armies organized to even be a threat?

Now, as this is a fantasy world, the fact there’s a Demon Lord tromping around immediately brings up supernatural politics. What are the various gods, deities, other demons, ancient wizards, and so on doing to stop this Beelzebubian Bozo? I mean, you’d think they’d get involved. In short, to design a world like this in detail you have to give some thoughts to . . . supernatural politics.

On top of all of this there’s the regular people caught trying not to get killed by the Demon Lord. Why are they threatened? Why can’t they stop him? How are their societies coping – in fact, what societies do they have? Their politics, pre-Demon Lord and current require some fleshing out to make sense of this all.

Once we figure out this world, you have to then figure out just why people from our world end up in this world fighting evil. I mean be it a goddess or some crazy wizard or the Currents of Destiny, “let’s throw an office temp at the Demon Lord” is not the soundest plan out there. If any people (or human-like gods) were involved in this decision, hopefully they had a good reason and worked it out with their fellows – in short, politics.

Before your hero or heroine even ends up in the first adventure in a story like this, you have a huge amount of political questions to ask. We might not think of them as politics because they don’t involve the various parties and politicians we know, but they are political. They’re the politics of the world you created.

Finally, once your hero(es) and heroine(s) arrive, how does the world recieve them? Are they ready for those that will save them? Have they been burning through chosen ones like someone with a big bag of chips? How did any recent heros/heroines do and are people ready to trust them?

All this doesn’t even deal with other fantasy politics. Are there non-human sentients like elves and dwarves? Do species crossbreed? How do people cope with various generic Fantasy Monsters? WHere do all these damn dungeons come from? You get the idea.

Now one could ignore these questions and the others generated by this discussion. That’s a decision – a political one to avoid the repercussions of one’s worldbuilding choices. A save-the-world fantasy Isekai that goes by the beats is a political act – the act of excluding extrapolation to hit a series of chosen beats. Those beats are . . . political, because they reflect certain tropes and assumptions. They’re just not thought of.

Politics will be in your media. If you embrace it, you get great media. And if you decide to take things in a certain direction, at least you know why you engineered it the way you did (I’m a big fan of exploring tropes by taking them to certain extremes that make sense). It’s good writing, it’s good worldbuilding.

Of course doing this may force you to face uncomfortable questions. Which may just lead to better writing . . .

Steven Savage